This all started with an idea I had here
http://brilliantgameologists.com/boards/index.php?topic=13438.0. I used some ideas I already had along with some ideas that came to me while writing this actual class. Because I don't want to deal with making a table on here, i'll leave it out and just add the text. So here it is.
FighterBase Attack Bonus: Good
Saves: Good Fort, Good Reflex, Poor Will.
Hit Die: D12
Skill Points: 6+Int (x4 at first level)
Class Skills: Balance, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (architecture & engineering), Knowledge (dungeoneering),Knowledge (geography), Knowledge (history), Knowledge (locale), Knowledge (nobility & royalty), Listen, Profession, Ride, Search, Sense Motive, Spot, Swim, Survival, Tumble, Use Rope
Fighter Class AbilitiesWeapon and Armor Proficiency: [spoiler]A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). In addition, a fighter may choose one exotic weapon to gain proficiency with.[/spoiler]
Bonus Feats: [spoiler]A fighter gains a bonus feat at 1st level, 2nd level, then every three levels after that (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the list of fighter bonus feats, and the fighter must qualify for them with one exception. The fighter may treat his ability scores as being two higher for the purposes of qualifying for feats.[/spoiler]
Combat Sight:Weapon Versatility:Focused Training: [spoiler]Fighters are trained intensely on two of the most basic abilities, Weapon Focus and Weapon Specialization, the bread and butter of combat. These feats give fighters a certain advantage over others that have taken them. Weapon focus grants an additional +1 bonus for every 4 fighter levels, and weapon specialization gives an additional +1 bonus for each 5 fighter levels. (1st Level)[/spoiler]
[spoiler]War bands consist of people from all places and dialects. At 2nd level and every 3 levels afterwards the fighter adds one additional language to his list of known languages. [/spoiler]
Learned Ability: [spoiler]A fighter can learn from other combatants he meets, adapting their fighting style into his, achieving his own special way of combat. At 3rd level and every 3 levels after (6th, 9th, etc.) the fighter may choose to gain one ability from the list below. All abilities are Extraordinary.
Sneak attack: The fighter gains 1d6 sneak attack. This ability can be taken multiple times, each instance increasing the ability by 1d6.
Evasion: The fighter gains Evasion, as per the Rogue. You lose the benefits of this ability when carrying a heavy load, but retain them when wearing medium or heavy armor or carrying a medium load.
Improved Evasion: The fighter gains Improved Evasion, as per the rogue. The fighter must have Evasion to gain this ability, either from this class or from another. The fighter must be at least level 11 to take this ability.
Conviction: A Fighter can resist magical and unusual attacks with great willpower. If he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of conviction.
Improved Conviction: This ability functions as conviction, except the fighter now takes only half damage even on a failed save. The fighter must have Conviction to gain this ability, either from this class or from another. The fighter must be at least level 11 to take this ability.
Tenacity: A Fighter can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of tenacity.
Improved Tenacity: This ability functions as tenacity, except the fighter now takes only half damage even on a failed save. The fighter must have Tenacity to gain this ability, either from this class or from another. The fighter must be at least level 11 to take this ability.
Favored Enemy: The fighter can take this ability to gain a favored enemy as a Ranger. The fighter must gains the same bonuses as a ranger would. This ability can be taken twice, the second time giving appropriate increases to the bonuses gained, as per the Ranger.
Lay on Hands: The fighter gains the lay on hands ability of the paladin. To determine the amount he can heal, his Paladin level is equal to his fighter level minus 4.
Animal Companion: Fast Movement: The fighter gains a +10ft bonus to his land speed. This bonus is halved when he is in medium or heavy armor, or carries a heavy load.
Improved Fast Movement: The fighter gains an additional +20ft to his land speed. Additionally, his fast movement bonuses are now only halved in have armor or when carrying a heavy load. The fighter must have taken the fast movement ability from this class, and must be 12th level to take this ability.
Trapsmith: The fighter gains trapfinding as a Rogue, as well as trapsense +2
Uncanny Dodge: The fighter gains uncanny dodge as the Barbarian.
Improved Uncanny Dodge: The fighter gains Improved uncanny dodge as the Barbarian. The fighter must have taken Uncanny Dodge as a class feature from this class, or have had it already as a class feature and must be 9th level.[/spoiler]
[spoiler]Fighters glean bits of knowledge from shared war stories and historical texts. At 3rd level, the fighter gains an ability that functions as Bardic Knowledge, using the fighter levels instead of bard, though bard and fighter levels stack for the bonus.[/spoiler]
Inspiring Strike (Ex):Penetrate Defenses:Armor Master: [spoiler]All fighters are trained to treat their armor as a second skin. At 7th level, this takes on an extraordinary quality. All armor worn by the fighter has its maximum dexterity bonus to AC is increased by 1 and the armor check penalty is decreased by 1. At 12th level these bonuses increase to 2, and at 17th level they are again increased to 3. This cannot reduce any armor check penalty below 1.[/spoiler]
Crack Shell:Overpowering Attack: [spoiler]Upon attaining 16th level, the fighter learns patience over speed. By spending a full round action to deliver a single attack, its power is greatly increased. The fighter deals 2-1/2 times damage and adds his constitution modifier as a bonus to the roll, before multiplying. If he makes any other attacks the round this ability is used, such as attacks of opportunity or those granted by spells, those attacks also benefit from this ability. Creatures immune to critical hits are not immune to the extra damage from this ability.[/spoiler]
Ageless Veteran:[spoiler] At 19th level, the fighter has seen it all and done it all. He becomes a native outsider, gaining damage reduction 10/magic and cold iron. He no longer takes any penalties from aging, but gains only half the normal bonuses (round up). [/spoiler]
There are a few abilities taken from other fighter fixes here and plenty of inspiration from them. Please give me feedback as I'm not good with figuring out tier value, though i don't expect this to take him much higher as it doesn't fix some of the problems but gives him a little more versatility.